Step 1: Prep the model

Create a model with bevelled edges and unwrap it. In this case I have softened the normals of the faces in the bevel, and left the other faces with hard normals.

Export the model as an FBX or OBJ

Step 2: Setup XNormal

Install XNormal and reboot if you have not done so.

Click on High Definition meshes

Right-click on the file column and load your mesh

Ensure visible is ticked

Repeat the process for Low Definition Meshes

Step 3: Baking Options

Click Baking Options

Set an Output File

Set a resolution (I am using 1024×1024)

Select Curvature Map from the list of options

Click the green option button next to curvature map

Set the algorithm to Gaussian

Distribution: Uniform

Tone Mapping: Monochrome

Click Close

Click the Generate Maps button

The curvature of model is represented through the grey tone on the map. A model with more complex curvature would have a greater range of tones.

Step 4: Creating a mask in Photoshop

Open the map in Photoshop and use the level adjustments to bring the lighter tones toward white and the darker tones to black. Depending on the map created you may want to isolate tonal ranges with the curves tool.

Fill the transparent area with black

Create a new alpha channel in the channels tab

Copy and paste the map into the channel

Ctrl-click the alpha channel convert it to a selection

Create a new layer and assign the selection as a mask

Fill the new layer with a texture of your choice (be sure not to accidentally fill in the mask layer)

Select the mask layer and work into it with a textured eraser. Alternatively use filters of your choice in Photoshop on the mask selection to break up the edges.

Closing remarks

Adding edge wear is a very quick way to add realism to models – this implementation is a particularly simple version of the process. XNormal provides quite a considerable of array of maps in its aresenal and baking out maps like ambient occlusion, world-normal, cavity, thickness etc can be used to take this process a whole lot further. If you prefer something that is even more automated, Substance Designer which I mentioned earlier pretty much automates a whole bunch of effects like this. Definitely worth checking out.

[…] will be used to fill the hole on top of the base model. To use this tool first we need to be in the edge selection. You can find edge selection on the bottom tool buttons. With edge selection click on the edge that […]